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2. Package Deals: Some large organizations, like the military,
have basic requirements for employees. Characters
in such organizations may wish to start by buying a
Package Deal. This may require the character to buy
some Disadvantages, and always includes skills. Not all
characters will have Package Deals. (See Package Deals. 3. Characteristics: Buy Characteristics to match the character
conception. If the character is immensely strong, he
should buy up his STR; an agile acrobat would want a high
DEX. Check the skills; if the character has a lot of skills
based on the same Characteristic, he should consider
buying more of that Characteristic. If the character is
particularly poor at something, he should sell back some
Characteristics below the starting values.
Primary Characteristics Figured Characteristics 4. Abilities: Choose the most important abilities for the
character. In heroic campaigns, this will include Skills,
Perks, and perhaps Talents
and Powers. For superheroic
campaigns, the character can usually buy all of these.
The character should also choose a few Professional or
Knowledge Skills that make the character unique, such as
Wine Connoisseur, Old Earth Weapons, or Singing.
These skills make the character more fun to play, and
could be even useful someday. (Skill Enhancers) 5. Disadvantages: What things are not perfect about the
character? Does he have an old enemy, a police record,
or chronic bad luck? Such Disadvantages help define the
character and give him more points to buy Skills or
Characteristics. The character can buy Disadvantages
up to the maximum allowed by the campaign. 6. Balancing: The cost of the character may be more than
the Base points + Disadvantage points. Look at the
character's Characteristics; some of these may be sold
back. Downgrade less important skills to Familiarities.
Remember that the character will be earning Experience
Points to improve Skills and Characteristics.
Alternately, a character may have points left over. In
this case, he can buy additional Skills or improve his
Primary Characteristics. He should reconsider the Disadvantages,
and eliminate any that are inappropriate. He
can even save the points, and then spend them when he
thinks of something that is appropriate for the character.
Such saved points should be treated identically to Experience
Points. 7. Equipment: Determine what devices and equipment the
character owns. This is especially important in heroic
campaigns; characters in superheroic campaigns have to
spend Character Points for their equipment. 8. GM Approval: Make sure the GM sees and approves of your character. Since the HERO System rules are so flexible, it's possible to build characters that can unbalance the game - making the game less enjoyable for other players. The GM should disallow such characters and request that the player build a well-rounded character that will make the game fun for everyone. |